Jump to content
The Dark Mod Forums

Sotha

Development Role
  • Posts

    5664
  • Joined

  • Days Won

    134

Posts posted by Sotha

  1. I'm making great progress here!

     

    Basic mission geometry is fully ready.

    AI's are placed and customized.

    Readables are done.

    Most objectives are done.

     

    At present I'm simply adding final details and touches as I get inspiration for objects and models which should be there.

     

    The briefing and background story is written and I'm trying to get a nice animated briefing done. So far the stuff I produce looks terrible, so I suppose I need to make simple text briefing. That is just fine for me. But let's see if I get better in animation, it would provide so much more atmosphere...

     

    These are probably the last images I'll show before I start begging for betatesters..

     

    Oh, and the screenies:

    http://img191.images...s/i/sotha1.png/

    http://img190.images...s/i/sotha2.png/

    http://img341.images...s/i/sotha3.png/

     

    EDIT:

    And I suppose I can disclose now the mission name. It is "The Beleaguered Fence"

  2. Sorry Sotha - that is an error. I can't imagine how that became empty. This is what should be in the file. I'll fix the upload....

     

    Thanks for providing the contents so quickly! Everything is working splendidly now.

  3. Posting an own thread as this is most likely is a problem with the startpack.

     

    I've gone through the starpack tutorial ( http://modetwo.net/d...e#Purchase_Shop ) in order to create a purchaseable map for my mission.

     

    I downloaded the startmap.pk4 to figure out how things are done. The packet contains a file called map_of.gui.

    Is the file \guis\map_of.gui really supposed to be an empty file? I need to know the contents of this file to get the shop-purchaseable map to show it's contents when it is used.

  4. Thanks a lot! This is going to be very useful once I get to the point where briefing is built..

     

    I've been progressing quite a lot recently:

    All the AI's are there, details are almost completed, but now I've encountered a shop-problem.

     

    In the old thief games there was a possibility to buy information in the beginning. A purchaseable scroll, which you get in the inventory in the start, if you spend money on it. I've now been studying the tdm_shopitems.def, but all the purchaseable items there are in item classnames.

     

    So I can buy "itemClassname" "atdm:playertools_flashbomb", but I cannot buy a specific named readable with specific xdata contents.

     

    Is there a way to do this? I'd really like to give the player tough choice between good starting gear and a map of the building...

  5. I got the basic geometry finished last night and I've also planned the plot in full detail. Next thing is decorative details, objectives and entities. Details are easy, but entity work is something I'm not experienced with yet. I'll put some screenies once I get more areas ready.

     

    I also have a few questions:

    *Is there a tutorial somewhere how to make those beautiful animated briefings I've seen on other FM's?

    I only found this, not much animation instructions there:

    http://modetwo.net/d...?title=Briefing

     

    *All the FM's I've played so far simply end with a mission completed message and some statistics. Is there a possibility to make an epilogue or a debriefing in the same sense as the animated briefing?

     

    Thanks for answering. More questions to come once I get to play with entities..

  6. I've played a only a few FM's so far.

    Saving and loading worked for the training mission, Trapped!, Too late, Thieves, The Chalice of Kings and Outpost.

    I never save the game while the AI is looking for me. Typically I save when it is peaceful and I reach a new room.

     

    The only map I've experienced constant savegame crashes is The Alchemist, so there must be something in that map.. Maybe because it starts with AI's on the lookout?

  7. Already done in The Alchemist.

     

    Essentially the prisoner starts on Team 5 which is neutral. Guards ignore him in the cell and the prisoner ignores the player.

     

    There is a response to change his team. It can go on any entity (not already targetted for something else!) I put it on the bucket in the corner:

     

    "classname" "func_static"

    "name" "CellThiefTeamChanger"

    "model" "models/darkmod/containers/bucket_wood. lwo"

    "origin" "317 3042 -320"

    "sr_class_1" "R"

    "sr_effect_1_1" "effect_set_ai_team"

    "sr_effect_1_1_arg1" "CellThug"

    "sr_effect_1_1_arg2" "0"

    "sr_state_1" "1"

    "sr_type_1" "STIM_TRIGGER"

     

     

    The above changes his team to 0 (sr_effect_1_1_arg2) which is the player's team. So the prisoner still ignores the player but now guards will attack him if they detect him.

     

    The above response entity is targetted from the cell door so when it opens his team changes.

     

    Sounds like just the thing I need, but I could not get it to work. I thought that I mistyped something and then tried by copying your original setting from the alchemist map. It doesen't work.

     

    Summary of my experiment:

    *unlocked door with target CellThiefTeamChanger

    *func_static with name CellThiefTeamChanger

    *I have put the text above in the func_static

    *A team 5 AI with the name CellThug

    *A team 2 AI guard.

    *The AI's are standing facing closely in a well lit room

    *Moving the door does not cause violence. :(

     

    Is there a typo somewhere?

  8. Don't think there is a texture to do this. What I think would work is putting team "0" as friends of the guards. Make team 64 enemy of the guards.

     

    Than put a giant trigger brush into the corridor, so any prisoner running into it will trigger it. Attach a script to the trigger (e.g. use a trigger that calls a script function) and add a little script that does:

     

    * check if the entity triggering it is team 0

    * change it to team 64

     

    I am unsure if the first step can be done (the script should get the entity triggering it), but the second one definitely works.

     

    If you need help with the scripts, post here.

     

    Thanks but that sounds too complicated solution, since I'm making several cells with inhabitants.

     

    I tried full_clip and other textures, but couldn't get it to work: the guard always sees the inmate.

  9. Running into trouble here, help is appreciated.

     

    Situation:

    *Need to make a prison with a) guards b ) prisoners

    *Guards are in the corridors, prisoners in the cells.

    *I need to have it so that the guards attack prisoners only if they are outside their cells.

    *I've set prisoners to team 0, they ignore the player and run away from guards.

    *As a design decision, I want to have bars on the cell doors in the prison thus resulting in guards seeing the team 0 prisoners in the cells and butchering them in their beds.

     

    Question:

    Is there a texture which the player sees through and the AI doesen't? Putting this kind of texture in between the cell-door bars would negate my problem: guards do not see the prisoners in the cells and if player sets the prisoners free, the guards will attack.

     

    I tried nodrawsolid, but AI sees through that.

     

    Thanks in advance for any help!

  10. The map I'm now working started out with a small idea: the main plot in a few words.

     

    After that I thought briefly about layout of the building and started from the exterior and worked inwards. I never bothered to draw a floorplan (but I should have!) but I compensated this by trying to be realistic.

    I first listed the types of rooms which should be present in the locale and then filled the empty areas with the rooms logically. Logically means how the rooms should be layed for the convenience of the inhabitants.

     

    So far everything has proceeded nicely. My recommendation for new mappers is the following:

    ALWAYS place a one AI-character nearby the area you are working on! Then build everything using the character as a reference. This way will not build houses for giants or hobbits. Keep in mind that you need to remove the AI before dmapping, if the area is not completed yet (sealed).

  11. Hi! I'm working on a new map and am going to describe my mapping progress in this thread.

    Everyone is most welcome to view and comment the content here. Even better, constructive feedback and help is also appreciated.

     

    Not to spoil anyone's fun, I'll be discreet of the mission specifics. Let's just say that the aim of the mission is to perform a jail break. Except that the player breaks in a jail rather than out of one.

     

    Mapping started 29.5.2010.

    At present I'm working on basic geometry and it is almost finished.

     

    Some screenshots for your enjoyment:

    http://img690.images...shot00001gc.png

     

    http://img16.imagesh...shot00002hb.png

     

    http://img268.images...shot00003xn.png

    • Like 1
  12.  

    The 7 thieves I stuck in to teleport into the FM at different places and times to keep the city watch alert. In the end I only used about 3 of them.

     

     

     

    -Ah, so *THAT's* why it was so easy to waltz inside the the manor as all the plate mail armored guards were chasing the poor sod. I was first confused when I arrived to the manor and saw it without guards. They were chasing the thief with the ever vigilant citywatch..

     

  13. It was interesting to walk around the map. It was so familiar, but still so different.

     

    Oh, an introduction seem to be in order. I'm Sotha. I was learning Dark Radiant by creating most of the geometry seen on this map. Once I encountered some serious hardware problems I had no time to work on it anymore and then Fidcal took over working the map. He definately deserves the credit for the map more than I.

     

    Anyways I have to admit that after many hours of gameplay I had to noclip to get forward. Missed some clue somewhere, I suppose.

     

    I also had a crash every time I tried to reload a save. Which in the end made me restart the entire map and noclip to the spot I was in before getting killed.

     

    Do not read the following before you've played the map, it will ruin your fun:

    The most coolest parts of the map were

     

     

    *the surprise in the closet. I almost needed a new pair of pants after that one.

    *the atmosphere in the mansions cellar. Most excellent.

     

     

     

    The not-so-cool parts were:

    *My geometry. After playing some other FM's it looked so... coarse. My excuse is that I was just learning DR at the time.

    *The map was way too large and it was easy to get distracted from the main goal.

     

    *I'm probably an idiot, but I never managed to get the door with the keypad open. Nor did I figure out how to get to the locked room next to it. Even though there was a hint of a hidden passage.

     

     

    But anyway, I've certainly learned a lot from this and I'll be employing my lessons in the map I'm currently working on.

     

    And again, thanks for Fidcal for finalizing this.

  14. I don't think that the intelligent people don't do so. It's just that the number of those people is naturally much less, then the overall number of people who think they can write intelligent plots. And of course it's less time consuming to think up a cheap story ending, then trying to think of something really clever.

     

    -There are so many stories in the world of entertainment anyway, causing even the most clever plots to use plot elements that are considered common.

     

    I guess the writers need to use some psychoactive drugs to augment their imagination to invent something entirely new at this point. It would be interesting to know what kind of training professional plot writers have.

  15. Save precious time -- watch "Star Wreck: In the Pirkinning" instead. (for free on starwreck.com)

     

    -Fantastic movie, showing what you can do with a dedicated (obsessed?) mind.

     

    For those who do not know, in the Pirkinning was done by a finnish group of only a few people, mainly in their own houses they converted into a movie studio with very small budget.

     

    You cannot call yourself a true Star Trek or B5 geek if you haven't seen this movie.

    It is quite fun and well done, if you take into account the few resources used on it.

  16. Bleh. I have a copy of Stalker I got with my video card which I haven't even opened, and never will.

    In fact, I think I'll go and smash the stupid kiddie content disk up now just for fun...

     

    -Sell it on ebay or something. Always more clever to get some profit instead of simply mindlessly breaking something.

     

    Oh dear, selling it might result in a little social event where you can secretly or openly despise the buyer. You get that AND you get money for it. A good deal, some might say.

  17. Welcome back.

     

    I tested that pvkII already. It's a step back from modern realistic online games, but still it is okay, not bad. I like the way swordplay is implemented, too bad the game is so fast that you never can quite use it. It's more simply running and slashing.

    I also wonder why pirate skirmisher's flintlock pistols suck so bad? They are only good for shooting almost dead players, from a distance. Luckily the powder keg balances this a little.

     

    My ranking of recent source modifications are Insurgency > Zombie Panic > PVKII.

     

    And about stalker. I don't want to talk about it. Crappy game with many foolish/idiotic features. It could have been so much better, but they blew it.

    I'd say that many game modifications and total conversions are far more better than stalker, for free. Stay away from it, is my recommendation.

  18. The reason you're not wanted is that most adults who live in the real world can't cope with the blind optimism and unrestrained enthusiasm you have for EVERYTHING.

    The sooner you realise that the world, and everything in it, is shit and needs to be scorned snd derided at every opportunity, the sooner you'll be welcomed back with open arms.

     

    -I'd say his enthusiasm was refreshing, when compared to certain negative and grumpy attitude present in this forum. Some kind of balancing force, I might add.

    Excess enthusiasm of course might test ones patience every now and then, but the strain is much smaller than constant grumpiness/hostility.

  19. our insults are futile. I am rubber and you are glue. Whatever you say bounces off of me and sticks to you. Muahaha! :laugh:

     

    It has become obvious that I am no longer welcomed here. So (insert expletive here). :angry:

     

    Your cesspool shall be your own undoing. Beware the chaos you bring. Flame on (insert expletive here)! I am no longer here and never will be. :angry: Oh yeah FUCK YOU!

     

    -Well. You certainly dug up some interesting conversations here.

    Somehow it is kind of ironic that of all your posts, an enthusiastic professional sport thread caused this reaction.

     

    Good luck with all your future endeavors.

×
×
  • Create New...